This topic is for rules questions related to products from Pinnacle outside the core rulebook (Settings, Companions, etc.). Only the official answer guys can reply in this topic. Please read the rules in the first thread.

"Only two basic rules apply to group adventures. First, ...."--yadda yadda yadda. There is no following sentence starting "Second,"

I was expecting a second rule governing group adventures in cyberspace, but there is none. Is there indeed a second rule that is missing, or did there use to be a second rule that was dropped in the edits, but the text not quite cleaned up?

"Only two basic rules apply to group adventures. First, ...."--yadda yadda yadda. There is no following sentence starting "Second,"

I was expecting a second rule governing group adventures in cyberspace, but there is none. Is there indeed a second rule that is missing, or did there use to be a second rule that was dropped in the edits, but the text not quite cleaned up?

I think I just forgot to write it. I've checked the original text and that paragraph reads the same as the PDF.

I suspect I was going to say "to increase the ICE reponse based on the size of the group. The more intruders which are detected, the more ICE is sent to deal with them."

siefertma wrote:I'm using the new gear toolkit to come up with a robot space fighter. How would you merge the robot and spaceship construction rules to get the right effect?

The two systems (starships and robots) weren't designed to work together to produce a starship-sized robot. I wouldn't even bother trying to mesh the systems. Just use what you feel is right and go with that.

Here's two ideas you can run with though.

For a robot piloted one, just slap in a robot crew and it's done. For self-controlled-no-human-crew ship, just give it a Piloting and Shooting die and no Crew. If you want, have the robot brain and controls take up 1 space per Size category of the craft.

Since I started this thread by splitting a post from another topic, I didn't put in the appropriate info as with the other Rules Questions threads. I apologize for that, and will rectify the situation right now.

This thread is for questions related to clarifying or explaining the rules within the Sci-Fi Toolkit series.

Questions about production should go in Hey Pinnacle! And questions about use of the Toolkit or variations of the rules should be in their own topic for open discussion.

how tall are the mechs? it says large, huge and gigantic compared to a human trooper, but what are the sizes for that? guess I couldnt find it in the main SW book. like 2X, 3X and 4X human size for lt, md and hvy?

and power armor has hands free right? I guess I didnt see it in that section that said they could use normal guns or swords besidess what is mounded, just got it the other day and havnt digested all the SFGTK, so maybe I just missed it..

McBane wrote:how tall are the mechs? it says large, huge and gigantic compared to a human trooper, but what are the sizes for that? guess I couldnt find it in the main SW book. like 2X, 3X and 4X human size for lt, md and hvy?

Large, Huge, and Gargantuan are listed under Montrous Abilities in the core rulebook.

A Large character can be anything from Size 4 to Size 7. Huge would be Size 8, and Gargantuan is Size 9+.

The Size chart under Monstrous Abilities can give you an idea of how large the mechs would be in general.

McBane wrote:and power armor has hands free right? I guess I didnt see it in that section that said they could use normal guns or swords besidess what is mounded, just got it the other day and havnt digested all the SFGTK, so maybe I just missed it.

It's the first bit under Weapons, "As well as carrying conventional weapons..."

C.A.Pryde wrote:Is there material missing from the World Builder? I was thinking about purchasing it, but if a corrected pdf is coming out in a few weeks, I can just wait until it is ready.

No, there's nothing missing and there's no corrected version due.

With the Gear Toolkit, when Simon laid it out and put in all the proper header fonts and art boxes some examples had to be cut due to space. No rules were cut - just extra examples. That's what we're releasing as a freebie - things that got cut purely due to layout restrictions.

Any suggestions/guidelines for how many spaces vehicles and mechs (Or other Large, Huge, or Gargantuan things, for that matter) take up in a starship?

J

I'd go for 2 spaces (regardless of vehicle size), same as for carrying a fighter. That covers not just the vehicle itself but maneuvering room, lifts between hangars and drop bays/shuttle bays, repair areas, crew quarters, and so on.

O.K. So maybe it’s not that bad, but shoosh my guys really...
NO REALLY torqued the free adventure authored by Grubman The Terra Aerial.
By the end of the night the only thing accomplished was the mechanic was able to take over the blockade runner and let the survivors on the ship. After that they powered up the weapons and proceeded to shoot everybody. Colonists you name it they had had it with planet 100268-2!
They then proceeded to hit FTL and are not looking back.
So much for being heroes in the Firefly type Campaign.
^
On to my questions for Sci-Fi Toolkits.
How do I justify the cost for ship weaponry on page 36 in the Gear toolkit?
Come on missiles and torpedoes costing 1M and 2M apiece! How do I make it seem more realistic? I mean I don’t want them to cost 50 bucks but I don't want them a million apiece. Could someone offer me a better economic alternative?
^
Next question, In wiggy's Tales of the Forlorn Hope the chapter/section labeled Space Battle (p.3) Says that the Fighters (fast movers) 200 acceleration will be in contact with the Gamma - class Merchantman 40 acceleration for 10 rounds. The pilot proceeded to perform the Maneuver (Flee) Page 103 of the rule book. Needles to say he defeated the pilots handedly and got away in three rounds? I could not get my head around a larger slower craft "Fleeing" two fast attack craft. Can somebody help me with this? I do know that their is no friction in space and you can have constant, relative to mass acceleration.
Screw it I just closed my eyes and said FFF “you get away". Very anti-climatic but what the hell

Recently heard at SW game.
"Hey do I have time to sacrifice an alley cat"...

Praxx wrote::On to my questions for Sci-Fi Toolkits.How do I justify the cost for ship weaponry on page 36 in the Gear toolkit?Come on missiles and torpedoes costing 1M and 2M apiece! How do I make it seem more realistic? I mean I don’t want them to cost 50 bucks but I don't want them a million apiece. Could someone offer me a better economic alternative?

Modern Cruise missiles have a cost of around $1M. $50K, $100K, or $250K are easy alternatives.

Next question, In wiggy's Tales of the Forlorn Hope the chapter/section labeled Space Battle (p.3) Says that the Fighters (fast movers) 200 acceleration will be in contact with the Gamma - class Merchantman 40 acceleration for 10 rounds. The pilot proceeded to perform the Maneuver (Flee) Page 103 of the rule book. Needles to say he defeated the pilots handedly and got away in three rounds? I could not get my head around a larger slower craft "Fleeing" two fast attack craft. Can somebody help me with this? I do know that their is no friction in space and you can have constant, relative to mass acceleration.Screw it I just closed my eyes and said FFF “you get away". Very anti-climatic but what the hell

TotFH is semi-hard sci-fi, much like Traveller. Spaceships simply don't turn sharply in space. The fighters misjudge it, overshoot, and by the time they slow down and come back the freighter is somewhere else in the void they weren't expecting.